is there anyway to get object with “large” number of vertices to batch? right now i would like to batch one set of objects that have approx 1500 vertices each. they all use the same material.
i read in another thread that if your texture contains alpha that this will cause batching to be disabled? is it that the texture contains alpha or the shader is in the transparent queue? i would like to use the alpha portion of my texture to not actually be the alpha of the object. in my shader i set the alpha to 1 and i draw in the opaque list.
why? you do understand that batching is a trade-off between DIP cost and manually transforming vertices cost - so it is not like “batch everything”. Also, i would say batching is kinda overrated - judging from your vertex count you are doing desktop game, meaning DIP is not that expensive.
Also, static batching is good (no perf hit)
It is just wrong. The thing is with transparent rendering queue we are forced to sort by z (and not by material) so it is simply easy to break batch. But batching in itself do not care
i cant static batch them but thanks for the suggestion. i do understand the tradeoff however these objects are small i think the dynamic batching rule is too strict. it really should have more options. however my draw count is too high so i must figure out how to batch them